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It seems like my plan to get everyone playing mordheim has fallen through because most of them want to play necromunda , so I thought i'd write a list up and see how I go.
Before I get started I just had a question for you: Are plasma pistols worth it as starting equipment for a warband leader?
I've never played necromunda before (well, I played one game but had a lot of help choosing a list etc) and I'm not certain on the viability of a lot of things in it, and as such I will be posting up a few lists before we start playing.
So, are plasma's good or bad? What is a reasonable size for a starting Van Saar gang? Any other tips or tricks I should know about?
Dovie'andi se tovya sagain (It's time to roll the dice)- Mattrim Cauthon
Odd double post issue.
From what I gather, plasma pistols are awesome. In close combat for necromunda you use the weapon's strength (and alternate if you have two weapons), not necessarily your own. So high strength plasma pistols are great in CC. On top of that plasma pistols have two different settings for fire, which can be great if you need to make sure you drop someone.
From reading a lot of the previous posts, and my one necromunda campaign in the past, Van Saar are considered the best gang out there because they have access to both shooting and more importantly tech. Having all of your guys with Tech skills verges on being overpowered at times, so be sure to keep that in mind if you want to keep friends. We had 4 people in our last campaign and the Van Saar player was unstoppable after a handful of matches. Medic rerolls kept his players alive saving him money and inventing gave him more items to sell/use so he had tons more credits than everyone else; giving him a larger gang that was better equipped. After a while we just all gave up, not a great experience. I'm sure people who are less new will have a better input.
Last edited by frozencore; June 17th, 2008 at 04:17.
Plasma Pistols are very nice. Even if you only use the pistol on low power, it's still got good stopping power. The plasma pistol also has a decent ammo save at 4+.
It's a pretty decent buy for the cost, and esp with what Frozencore said about CC, it's nice. I use it a lot on my gangleaders, since I have a lot of IG leader models with Plas pistols and Power swords. Some guys like to take 2 plasma pistols, firing on high power each turn and alternating pistols.
as for it being starting gear, you can give your leader a Plas pistol and a bludgeon, and he'll be hitting with 2 Str4 attacks, which is nothing to shrug at.
As the unfortunate victim of a duel plasma pistol wielding van saar leader, my poor Escher has learned to live with a rather terrifying new disfigurement.
In the long and short of it, plasma pistols are fairly good, they have their weaknesses but on the whole the raw strength of the weapon makes up for the minor range penalty.
Gargrimz Green Deff
W:10 D:4 L:5
I'm not a fan.. Not to say it's a bad weapon, but I've never been able to use it properly. My old Van Saar gang leader had one, and it never turned out well.. Ever since, all my gang leaders have been consigned to long ranged supporting roles where they're going to survive and keep giving their leadership goodness. The main problem, I think, is that Van Saar are a gang built around shooting.. If you're charging your leader forward to get him within 6" to fire his plasma pistol properly, he's probably going to be undersupported with only a few Juves to help him out. He might work well as a deterrant for close combat, but still.. A bolt pistol will be a far more reliable alternative in most situations. You lose the high powered shot, but you also lose the randomness of only having a 50/50 chance to hit most of the time..
And yes, Van Saar are the powergamers wet dream.. Take the two most generally useful skill sets (one of which is both very powerful and extremely rare) and give them to the same gang, result = pretty much what frozencore said.. Medics make you basically invincible after a while, and shooting skills allow you to dominate the shooting phase, which is where 90% of the action tends to happen anyway unless you're playing against Scavvies. It's amazing noone ever noticed.. In the old old Necromunda campaigns I seem to remember Van Saar generally being on top, and the campaign they covered in White Dwarf more recently (a year ago maybe?) was also absolutely dominated by a Van Saar gang (beautifully modelled as cyborgs.) It's not like there's no evidence to suggest it's the case..
I keep pointing this out over and over again, but don't forget the new experimental skill rules.. I think they're far more balanced. Multi-medics are fixed, for example, and the 'useless' risky options are generally balanced out a bit. Rolling headbutt is no longer a reason to lock yourself in the library with a gun.. Have a read and maybe suggest it to your group, as Van Saar domination gets a bit boring after a while (hence why I switched to Spyrers.. heheh.)
Last edited by The_Giant_Mantis; June 17th, 2008 at 03:12.